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Searched refs:triFlags (Results 1 – 8 of 8) sorted by relevance

/external/mesa3d/src/gallium/drivers/swr/rasterizer/core/
Dbackend_singlesample.cpp128 … depthPassMask = DepthStencilTest(&state, work.triFlags.frontFacing, work.triFlags.viewportIndex, in BackendSingleSample()
136 …DepthStencilWrite(&state.vp[work.triFlags.viewportIndex], &state.depthStencilState, work.triFlags.… in BackendSingleSample()
161 … depthPassMask = DepthStencilTest(&state, work.triFlags.frontFacing, work.triFlags.viewportIndex, in BackendSingleSample()
169 …DepthStencilWrite(&state.vp[work.triFlags.viewportIndex], &state.depthStencilState, work.triFlags.… in BackendSingleSample()
194 …DepthStencilWrite(&state.vp[work.triFlags.viewportIndex], &state.depthStencilState, work.triFlags.… in BackendSingleSample()
Drasterizer.cpp69 … const SWR_RECT &scissorInFixedPoint = state.scissorsInFixedPoint[workDesc.triFlags.viewportIndex]; in RasterizeLine()
99 if (workDesc.triFlags.yMajor) in RasterizeLine()
184 if (workDesc.triFlags.yMajor) in RasterizeLine()
293 uint32_t tX = workDesc.triFlags.coverageMask & 0x7; in RasterizeSimplePoint()
294 uint32_t tY = (workDesc.triFlags.coverageMask >> 4) & 0x7; in RasterizeSimplePoint()
300 triDesc.triFlags = workDesc.triFlags; in RasterizeSimplePoint()
309 renderBuffers, triDesc.triFlags.renderTargetArrayIndex); in RasterizeSimplePoint()
340 newWorkDesc.triFlags = workDesc.triFlags; in RasterizeTriPoint()
343 float halfPointSize = workDesc.triFlags.pointSize * 0.5f; in RasterizeTriPoint()
Dbackend_sample.cpp144 … depthPassMask = DepthStencilTest(&state, work.triFlags.frontFacing, work.triFlags.viewportIndex, in BackendSampleRate()
152 …DepthStencilWrite(&state.vp[work.triFlags.viewportIndex], &state.depthStencilState, work.triFlags.… in BackendSampleRate()
178 … depthPassMask = DepthStencilTest(&state, work.triFlags.frontFacing, work.triFlags.viewportIndex, in BackendSampleRate()
186 …DepthStencilWrite(&state.vp[work.triFlags.viewportIndex], &state.depthStencilState, work.triFlags.… in BackendSampleRate()
209 …DepthStencilWrite(&state.vp[work.triFlags.viewportIndex], &state.depthStencilState, work.triFlags.… in BackendSampleRate()
Dbackend.cpp284 …simdscalar depthPassMask = DepthStencilTest(&state, work.triFlags.frontFacing, work.triFlags.viewp… in BackendNullPS()
287 …DepthStencilWrite(&state.vp[work.triFlags.viewportIndex], &state.depthStencilState, work.triFlags.… in BackendNullPS()
Dbinner.cpp1072 desc.triFlags.frontFacing = state.forceFront ? 1 : ((frontFaceMask >> triIndex) & 1); in BinTrianglesImpl()
1073 desc.triFlags.renderTargetArrayIndex = aRTAI[triIndex]; in BinTrianglesImpl()
1074 desc.triFlags.viewportIndex = pViewportIndex[triIndex]; in BinTrianglesImpl()
1283 desc.triFlags.frontFacing = 1; in BinPostSetupPointsImpl()
1284 desc.triFlags.renderTargetArrayIndex = aRTAI[primIndex]; in BinPostSetupPointsImpl()
1285 desc.triFlags.viewportIndex = pViewportIndex[primIndex]; in BinPostSetupPointsImpl()
1311 work.desc.tri.triFlags.coverageMask = tX | (tY << 4); in BinPostSetupPointsImpl()
1428 desc.triFlags.frontFacing = 1; in BinPostSetupPointsImpl()
1429 desc.triFlags.pointSize = aPointSize[primIndex]; in BinPostSetupPointsImpl()
1430 desc.triFlags.renderTargetArrayIndex = aRTAI[primIndex]; in BinPostSetupPointsImpl()
[all …]
Dbackend_impl.h505 psContext->frontFace = work.triFlags.frontFacing;
506 psContext->renderTargetArrayIndex = work.triFlags.renderTargetArrayIndex;
641 …depthPassMask[sample] = DepthStencilTest(&state, work.triFlags.frontFacing, work.triFlags.viewport…
649 …DepthStencilWrite(&state.vp[work.triFlags.viewportIndex], &state.depthStencilState, work.triFlags.…
1015 …DepthStencilWrite(&state.vp[work.triFlags.viewportIndex], &state.depthStencilState, work.triFlags.…
Dcontext.h90 TRI_FLAGS triFlags; member
99 TRI_FLAGS triFlags; member
Drasterizer_impl.h983 … const SWR_RECT &scissorInFixedPoint = state.scissorsInFixedPoint[workDesc.triFlags.viewportIndex];
1000 triDesc.triFlags = workDesc.triFlags;
1151 …:numSamples>(pDC, macroTile, minTileX, minTileY, renderBuffers, triDesc.triFlags.renderTargetArray…